#ifndef _MClothParticle
#define _MClothParticle
//-
// ==========================================================================
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//+
// ****************************************************************************
//
// CLASS:    MClothParticle
//
// ****************************************************************************

#if defined __cplusplus

// ****************************************************************************
// INCLUDED HEADER FILES
#include <maya/MStatus.h>



// MayaCloth Export
#ifdef _WIN32
#	ifndef MAYACLOTH_EXPORT
#		ifdef MAYACLOTH_DLL
#			define MAYACLOTH_EXPORT _declspec( dllexport )
#		else
#			define MAYACLOTH_EXPORT _declspec( dllimport )
#		endif // MAYACLOTH_DLL
#	endif // MAYACLOTH_EXPORT
#elif defined(AW_HIDE_SYMBOLS) && defined(MAYACLOTH_DLL)
#	ifndef MAYACLOTH_EXPORT
#		define MAYACLOTH_EXPORT __attribute__ ((visibility("default")))
#	endif
#else
#	ifndef MAYACLOTH_EXPORT
#		define MAYACLOTH_EXPORT
#	endif
#endif // _WIN32

// ****************************************************************************
// DECLARATIONS

class MPoint;
class MDoubleArray;
class MVector;
class MClothEdge;
class MClothTriangle;
class MClothMaterial;
class MClothPolyhedron;

// ****************************************************************************
// CLASS DECLARATION (MClothParticle)

/*!
\internal
\ingroup cloth
\brief Interface for cloth particle.

This class provides interface for cloth particle system.
Cloth solver writers should derive their particle class
from this class. Common convenience methods are available.
*/
class MAYACLOTH_EXPORT MClothParticle
{
public:
	MClothParticle();
	virtual ~MClothParticle();

	virtual MPoint getPosition( MStatus* ReturnStatus = NULL ) const = 0;
	virtual void setPosition( const MPoint &position,
							  MStatus* ReturnStatus = NULL ) = 0;

	virtual MVector getVelocity( MStatus* ReturnStatus = NULL ) const = 0;
	virtual void setVelocity( const MVector &velocity,
							  MStatus* ReturnStatus = NULL ) = 0;

	virtual MVector getAccelaration( MStatus* ReturnStatus = NULL ) const = 0;
	virtual void setAccelaration( const MVector &acc,
								  MStatus* ReturnStatus = NULL ) = 0;

	virtual MClothEdge* getEdge( unsigned int index,
								 MStatus* ReturnStatus = NULL ) const = 0;
	virtual unsigned int numEdges( MStatus* ReturnStatus = NULL ) const = 0;

	virtual bool ignoreSolid( MStatus* ReturnStatus = NULL ) const = 0;
	virtual void ignoreSolid( bool isIgnored,
							  MStatus* ReturnStatus = NULL ) = 0;

	virtual bool ignoreClothCollision( MStatus* ReturnStatus = NULL ) const = 0;
	virtual void ignoreClothCollision( bool isIgnored,
									   MStatus* ReturnStatus = NULL ) = 0;

	virtual double getMass( MStatus* ReturnStatus = NULL ) const = 0;
	virtual double getOriginalMass( MStatus* ReturnStatus = NULL ) const = 0;
	virtual void setMass( const double mass,
						  MStatus* ReturnStatus = NULL ) = 0;
	virtual void setForceMultiplier( const double forceMultiplier,
						  MStatus* ReturnStatus = NULL ) = 0;

	virtual MClothMaterial* getMaterial( MStatus* ReturnStatus = NULL ) const = 0;

	virtual unsigned getIndex() const = 0;

	virtual bool equals(MClothParticle *other) const;

	bool collideWithPolyhedron( MClothPolyhedron *poly = NULL );
	
protected:
	// No protected members

private:
	friend class CpHParticle;
	void *fData;
};

#endif /* __cplusplus */
#endif /* _MClothParticle */
